﻿using System;
namespace KinectBender
{
    interface IPhysicsScene : IDisposable
    {
        double FPS { get; }
        int NumParticles { get; }
        event EventHandler FPSUpdated;
        System.Windows.Media.ImageSource ImageSource { get; }
        bool IsDisposed { get; }
        bool IsFountainOn { get; set; }
        void Start();
        void Stop();
    }
}
